Hi Carlo, well, I'm currently really only experimenting with zero optimizations - one could say I nearly make everything wrong regarding performance. So you can treat all my answers and numbers as a worst case.
2010/2/15 Carlo <ca...@hyperdevbox.com> > Thanks for your feedback :) > > Do you push optimized triangle list indexed, triangle list or strip in > your scene ? > I push indexed triangle lists. Vertex data is sorted by first occurrence of an index. I'm currently not using interleaved buffers. No VBOs. > well, from our experience here, If you have a common setting that you > do not change we do not see this problem, let's say you have 1 light > set and keep it this way, however if you have a scene with multiple > texture, 2 or 4 point lights that you turn ON/ OFF independently, > color material, enable disabling LIGHTING between rendering batch of > geometry then we start to see some very strange hang which i do not > explain since the exact same opengl code works perfectly on the droid/ > milestone (smooth as butter). > Ok, compared to this my scene setting is currently very simple. One directional light. Enabling/Disabling this light does not hurt performance. For the Normals, just FLOAT is working and so we will use FLOAT but > still that's broken as we should be able to have support for BYTE for > normals too. > As for the performances, 300 000/s (while ok) are far away from the > 22millions/sec (roughly 1.5%) listed on the qualcomm spec for the > snadragon : > > While I have doubts about the 22million/sec (may be: no colors, no lights, no texture, screen size of tris: 1 pixel ??). I'm pretty sure if I switch to VBOs, use 565 textures, ... I can increase performance dramatically. Fill rate is IMHO a bigger problem. An "overdraw" of 2-3 seems to be the limit. Using vertex colors and multi textures even an overdraw of 2 seems to much. > http://www.qualcomm.com/products_services/chipsets/snapdragon.html > > (wonder where they took this number out of) > > Performances drop very sharply if you turn on more than 1 light > (specially if point light), there is no such of performances drop on > the SGX PowerVR which still maintains high performances from what we > can tell ;) > > Hm, that's bad. For my current project I can probably live with one light source, but in general this is not much. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en